Yes, you are old!
I'm 37*. I'm not old! /dennis
*Actually 38, but I feel his pain these days.
The role of the caller is a particularly interesting one as it also derives from the days when there could be very large groups playing the game. When you have 15-20 players, having someone to wrangle them all so the DM doesn't get overwhelmed is tremendously important. There are certainly times today when you've got a group of five or six players that behave like a group of squabbling cats that it would be very advantageous to use the Caller again. I have considered it at times.
I have found a caller to make a significant difference in a group as small as four. And it wasn't because they were especially squabbly. It just seemed to bring the group together as a team, and kept things running smoothly. And the minute we didn't have a caller, we ran into "Wait, I don't think I'm in the room. I'm back here..." and "Okay, so you head down the passage..." "No, wait, I still want to check this thing out."
The role of the mapper is a very specialist one which really shines when you're running a megadungeon - lots of windy passages, confusing layouts and (especially) secret rooms. With the move away from large dungeons to a more story-orientated (small) dungeon layout, it's not so important. It's interesting the change of focus when the DM draws the map himself. One drawback we've found with the mapper (which I have in my ongoing AD&D game) is that the game can become a dialogue between the mapper and the DM without the other players being involved. Once again, it's a matter of balance.
I like having at least two mappers. Also, I've used dry-erase boards or maps to quickly draw the shape of a room to keep the map-making as quick and easy as possible.
This should be revolutionary. And it will also likely not appear in D&D 5e.
I do not have much hope. I just figure that with the return of turn-based exploration rules to the game, the DMG or some online stuff may include advice on using this style of play.
Why the heck not? Do I want PCs controlling the outcome of my story? No! Do I want them taking care of some logistics so I don't have to wipe their diapers? Yes please!
I absolutely want the PCs controlling the outcome of the story. It's their story.
This is how I imagine myself as a DM.
I have played D&D (B/X, AD&D, 2nd ed AD&D, 4e) with quite a few different people since the early 80s. I've done plenty of mapping (or seen it done) but have never encountered the use of a caller, or had it suggested by another participant that we should use one. I think the caller really went out of fashion very quickly (especially, as @
MerricB notes, because many groups weren't all that big).
I think there are a number of reasons for the caller going out of fashion. Group size may have played a part, but I suspect it was mostly the weakening of turn-based exploration. As more and more people simply eschewed turns in favor of simply describing movement from room to room, and encounter to encounter, the need for a caller went by the wayside.
The same experience, here. Even with a group of some 10 not overly disciplined players in AD&D 1e we didn't use a caller. Even today I can't see any sense in this role. It would make the game even slower, as the step of telling the caller and the caller telling pretty much the same contents to the DM should take more time. And the DM being free to concentrate on his tasks and notes would be pretty hard, when a dozen people are discussing their tacticts and precedures in the same room. Oh, and don't forget the players asking the DM for details.
None of that has been my experience. Typically, I need a few moments to view notes and other tasks, and doing that while the players are huddling and making their plans takes out a lot of dead time. Even if I don't have much to do, hearing players tell the caller their plans before the caller "commits" by telling me allows me to prepare the dice/rolls/rules/monsters that will be needed ahead of time. Then I can address their actions in a quick and orderly matter. Thief's going to sneak down the hall...okay, better get out my d10s and find the statblock for the shrieker...fighter's listening at the door, so here's my d6, and here are my notes for what's on the other side of the door...wizard's holding the light near the fighter, okay, I'll go ahead and note one turn's passed for their lantern...and cleric is looking down the opposite hall, and it's about time for a wandering monster check...no monster. The caller "commits" the party to their actions for that turn, and then I just go ahead. "Okay, your lantern has about an hour's oil left. Cleric, you don't see or hear anything coming down the hall; (rolls 2 on d6) fighter, you hear some scuffling sounds on the other side of the door; (rolls hide in shadow, fails, rolls move silently, success) Thief you creep down the hall, not making a sound, (rolls surprise for shrieker and thief) and you hear a slight squeak above you. Looking up, you see a shrieker, seeming to slumber. It doesn't seem to have noticed you."
And if they change actions before the caller "commits", no time is wasted by me getting something ready -- I can simply go with the flow.
Wait, so OP is saying that PCs should do something beyond running one, single character?
I am not sure if there is irony here?
The OP says nothing about running multiple characters & it would hardly be revolutionary being a feature of quite a bit of AD&D play & also of Ars Magica from 20 years ago.
It's not something I care for as I like to inhabit one character & that is hard enough without trying to be 2 people.
I believe he's not suggesting multiple characters, but rather the players having some roles in the game in addition to simply playing their character.
As to logistics well I am not interested in bean counting in a game I want derring do, action, drama & funny dialogue.
These things aren't mutually exclusive. In fact, IMXP the bean counting can even lead to derring do, action, drama & funny dialogue.
As to the original topic I have never seen a caller in 35 years. Mapping used to be common when exploration in the literal sense was more of a feature of the game. It was something I sometimes enjoyed, last in a 1e module run in 3.5, but that was very much a 2 player puzzle game played by myself & the DM. The whole idea of a caller seems to promote this with some players being more important than others.
That's an issue of execution rather than the idea itself. The caller has no greater importance than the quartermaster or the mapper. They simply process and relay certain information. But it's not for all games. I think it's pretty much best suited for the turn-based dungeon and hex crawl. If the game doesn't really make use of such turns, simply moving from encounter to encounter, then a "caller" is entirely superfluous, since they have very limited utility at the round-based encounter level.
I am not very excited by the whole exploration pillar. I did however realise that the games I run can be very combat light & hve strethes where players are not interacting (with other characters) so I guess this would be exploration. Planning robberies, organising banquets, fixing livestock competitions & the like do not seem to happily fit under the title exploration.
For me, the excitement is less about the specific rules that they've released in the playtest so far, but the fact that such rules are there in the first place, and may be expanded on in the DMG, or may lead to having more labyrinthine dungeons/hexmaps ripe for exploring. I can always simply import turn-based exploration from B/X to any edition. It's less the actual rules than the hope that the kind of play will again be supported.